Invisibility: A bronze ring with an insription Ring of Invisibility, when worn turns invisible.
Gem of brightness: This item has 5 charges witch can be used to have these effects.
1 charge: The gem sheds bright light on a 30 foot radius and dim light for an additional 30 feet, lasts for 30 min.
2 charges: The gem fires a bright light at a target within 30 feet. The creature must succeed a DC 15 constitution saving throw or be blinded for 1 minute. The creature can retry the saving throw once per turn.
5 charges: The gem fires a bright light in a 30 foot cone. All creatures in the cone must succeed a DC 15 constitution saving throw of be blinded for 1 minute. The creatures can retry the saving throw once per turn.
The charges refresh when the gem has been in the sun for 8 hours without use.
Darkvision : While wearing these goggles you have darkvision for 60 feet. If you already have darkvision you increase the range by 60 feet.
Sheathe: As a bonus action on your turn you can sheathe the katana and ready yourself. When the weapon is sheathed you can when a creature hits a melee weapon attack against you, make an opposing damage roll against them. Roll for damage and compare the damage rolls, You reduce the damage you take equal to your damage roll and any leftover damage is dealt to the attacker.
This effect can happen once per combat.
Longsword: This weapon counts as a longsword for its properties* and damage (1d10 Slashing, finesse*, versatile 1d10).
Bees!: You can as an action say the activation phrase to have the swarm of bees inside the orb come out and attack a target of your choosing you can see. The swarm will occupy the same space as the target and on the start of the targets turn it will use bite. The target also has disadvantage on attack rolls and any attacker has advantage on attack rolls made against the target.
Swarm: The swarm has AC 12 and 10 HP with resistance to any physical damage but vulnerable to fire and cold damage.
Bite: 3d4 piercing damage, when on half HP or below the damage is halved (rounded down).
After the target dies or when you use and action to speak the command word again. the swarm returns to the orb. The swarm regains 1d6 HP after a long rest.
Beast strength: When this gauntlet is equipped it melds into your arm and makes it grow hair, claws and increases about 20% in size. You recieve a +2 to strength (max 20 from this buff) but your AC and dexterity receives a -1. You cant wield light weapons or shields with your transformed arm or have it interact with small objects but you can make your unarmed strikes deal 1d4 slashing damage.
You cant remove this item from your body unless you use a wish spell or remove curse.
Beast strength: When this gauntlet is equipped it melds into your arm and makes it grow hair, claws and increases about 20% in size. You recieve a +2 to strength (max 20 from this buff) but your AC and dexterity receives a -1. You cant wield light weapons or shields with your transformed arm or have it interact with small objects but you can make your unarmed strikes deal 1d4 slashing damage.
Goblin mode: This mask has 3 jewels imbedded in the forehead that glows. As a bonus action you can equip the mask to go into Goblin mode witch transms you into a goblin for 1 minutes. While in Goblin mode these effects apply.
Your size is small.
You cant speak or concentrate on spells.
Your speed is 40 feet.
Your AC is 15 and you have 7 HP.
When you make a weapon attack you can make an additional weapon attack.
You must use your available attacks on an enemy on your turn, if you cant you use you available movement to attempt to reach an enemy.
If you go to 0 HP while in Goblin mode the effect ends and you transform back into yourself.
After the effect has ended one of the jewels on the mask stopps glowing. When all 3 jewels are consumed the mask looses its magic.
Recovery: When you expends a hit die to restore health you can add an additional 1d4 (max 1d4 per short rest) to the health you restore. Once per long rest you can as an action expends a hit die to restore health.
Rope whisperer: As an action you can throw this rope at another creature that is at most large in size and unless they succede a DC 15 strength or dexterity saving throw (the target chooses) they will be restrained. The target can on their turn try to escape by making the same DC 15 strength or dexterity saving throw.
A creature except the one being restrained can try to attack the rope to end the effect early. The rope has AC 10 and 5 HP and if reduced to 0 HP the rope looses its magical effect for 1 hour. If it takes 10 or more slashing damage the item breaks along with its magical properties.
Hidden weapon: The bow in its neutral state looks like the bejeweled handle of a longbow, once the activation phrase is said a silhuett of blue light appears and the weapon can be used like any other bow.
Magical ammo: Instead of using normal ammo with this bow, you can choose to draw up to 6 magical arrows from the handle witch will deal force damage instead of its normal piercing damage. You recharge 1d6 of these arrows on a long rest.
+1 Longbow: This weapon counts as a +1 longbow for its properties and damage (1d8 Piercing, ammunition, range 150/600, heavy, two-handed).
Earthquake slam: Once per long rest you can slam this weapon into the ground, if you then succeed a DC 15 strength check you make the ground tremble and deal 1d12 + your strength modifier bludgeoning damage to all other creatures in a 15 ft radius and knock them prone. If they succede a DC 10 + your strength modifier dexterity saving throw they take half damage (rounded down) and wont be knocked prone.
Greataxe: This weapon counts as a greataxe for its properties and damage (1d12 Slashing, heavy, two-handed).
Dragons breath: You can take an action to inhale fiery smoke from this pipe, after doing so you can breathe fire in either a 15 foot cone or a 30 foot line thats 5 foot wide. Any target in the area must make a dexterity saving throw equal to 8 + your main attribute modifier + your proficiency bonus or take 2d6 fire damage. On a succesful save they take half damage. Once this item is used you cant use it again until you take a long rest.
The fire damage increases to 3d6 at LV 5 and 4d6 at LV 11
Warding: Once per short rest, when you or an ally within 15 feet of you is attacked you can spend a reaction to cast blade ward on them.
Blade ward : You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing,
and slashing damage dealt by weapon attacks.
Eye of the tiger: This crystal lens fit over an eye and makes that eye have an iris similar to that of a tiger and you gain darkvision for 15 feet (does not add 15 feet if you already have darkvision).
Survivor: Once per long rest when you would be reduced to 0 HP you instead go down to 1 HP. After this effect triggers the lense becomes completely transparent and looses the effect of Eye of the tiger until it regains this effect.
Boomerang: When this weapon is used to make a thrown weapon attack it returns back to you and if you succede a DC 10 dexterity check you can catch it. On a fail the weapon lands 60 feet behind you.
BOOOM: When you would land a critical hit with this weapon instead of doubling the damage dice you create a explosion of sound and deal an additional 2d6 thunder damage to all tagets in a 15 foot radius. They also need to succede a DC 15 constitution saving throw or become deaf for 10 minutes.
Handaxe: This weapon counts as a handaxe for its properties and damage (1d6 slashing, light, thrown, range 20/60).
Stance swap: Once per turn the when making an attack with this weapon you can choose to extend the head of the weapon with a built in chain and have the attack instead deal 1d6 piercing damage but have both reach and finesse, after making this extended attack it returns to its normal state.
Vampire killer: This weapon deals an additional 1d4 radiant damage against undead.
Morningstar: This weapon counts as a morningstar for its properties and damage (1d8 piercing).
The radiant damage increases to 1d6 at LV 5 and 1d8 at LV 11
1: Take 1d6 poison damage.
2: You gain flying speed equal to you walking speed.
3: You can only say “gygax”.
4: Strength 20, If already 20, get advantage on strength ability checks.
5: Your nose glows, disadvantage on stealth.
6: Telepathy, 100 feet.
7: Sing everything.
8: Invisible, removes if attack/spell.
9: Red spots, disadvantage on charisma checks.
10: Lucky, reroll 1 on attack, damage roll, or ability check.
11: Clumsy, disadvantage on dexterity based ability checks and saves.
12: Speedy, 2x movement speed.
Jelly beans: This bag contains 3d4 jelly beans, as an action you can eat one of the beans witch grants a temporary effect. Roll a d12 to find out what it is.
You never know what you get: You can as an action on your turn drink from this jug and have a random effect apply to yourself determined by rolling a d6. The liquid takes 1 hour to replenish.
1: You take 1d8 acid damage.
2: You take 1d6 poison damage and become poisoned for 10 minutes.
3: You take 1d4 cold damage and have half movement speed for 10 minutes.
4: You gain additional darkvision (60 feet) for 1 hour.
5: You gain 1d6 temporary hit points.
6: You are receive 2d4 healing.
Lightning sparks: Once per turn while making an attack with this weapon sparks shoot out of the blade, you can add an additional 1d4 lightning damage to the attack, the additional lightning damage is dealt even if the attack misses.
Scimitar: This weapon counts as a Scimitar for its properties and damage (1d6 Slashing, finess, light).
The lightning damage increases to 1d6 at LV 5 and 1d8 at LV 11
Toxic: As a bonus action on your turn you can twist the handle of the spear, the next attack that you land within 1 minute deals an additional 1d6 poison damage and poisons your taget for 10 minutes.
Spear: This weapon counts as a spear for its properties and damage (1d6 piercing, thrown, range 20/60, versatile 1d8).
The poison damage increases to 1d8 at LV 5 and 1d10 at LV 11
Thoughts and prayers: The weapon is a set of knuckles with the words thoughts and prayers spelled out. When both knuckles are equipped your unarmed strikes deals and additional1d4 psychic/radiant damage. You can also as a bouns action make an unarmed strike.
Unarmed strike: This weapon counts as a unarmed strike for its properties and damage (1 + strength modifier bludgeoning damage, proficiency bonus to hit).
The psychic/radiant damage increases to 1d6 at LV 5 and 1d8 at LV 11
Daggers, daggers, daggers: Once per long rest, when making a weapon attack and speaking the command word you can have the weapon multiply mid attack and instead make 2d6 attacks with this weapon against your target.
Dagger: This weapon counts as a dagger for its properties and damage (1d4 piercing, finesse, light, thrown, range 20/60).
Sentinel: When wielding this shield you have advantage on initiative rolls and you cant be surprised.
Patches: The robe has multiple patches in the shapes of items, as an action you can remove one of the patches to have it transform into the item. After 1d4 hours the item disappears. You have 2 of each of these patches.
: Dagger
: Bullseye lantern
: Steel handmirror
: 10 foot wooden pole
: Hemped rope (50 feet)
: Sack
: Bag with 10 GP
: Deck of cards
: Wooden ladder (10 feet)
If all the patches are removed it becomes a nonmagical robe.
Feline movement: When wielding this ring you have advantage on stealth that requires you to hide the sound of your footsteps. If you fall less than 30 feet you dont take fall damage and all fall damage you take is halfed (rounded up).
Displace: While wearing this robe you project an illusion that makes you appear to be standing in a location close to your actual location, attacks made against you have disadvantage. If you take damage this effect disappears for 1 minute. The effect is temporarily disabled as long as you are incapacitated restrained or unable to move.
Scholar: When you have this helmet equipped your intelligence is increased to 18, this effect does nothing if your intelligence is already 18 or higher.
Flash of genius: When you make an intelligence skill check before the outcome is determined you can activate this ability to have advantage for that skill check. This buff can be used a number of times equal to your proficiency bonus per long rest.
The whistle: You can use an action to send this arrow to a target location in range after witch you will make an attack roll on all targets in a 15 ft radius and then it will return back to you. The attack modifier for this is equal to your intelligence modifier and damage equals 1d6 piercing damage. If one of these attacks misses the arrow will return to you immediately without attacking anything else. This attack can be used a number of times equal to your proficiency bonus per long rest.
This attack can be used in place of one of your ranged weapon attacks.
I dont think were in cansas anymore: Once per long rest you can cast misty step as a bonus action on your turn by clicking your heels together, using this effect makes the boots stays at the original cast location whilst the player teleports.
Misty step:
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Indecisiveness: After a long rest this weapon will shape itself to take the form of a random +1 weapon chosen by rolling a d4. The weapon stays in the new form untill the next time this effect triggers. If the weapon transforms into the same item it currently is it becomes +2.
1: +1 Shortsword (1d6 Slashing, finesse, light)
2: +1 Mace (1d6 Bludgeoning)
3: +1 Spear (1d6 Piercing, Thrown, range 20/60, versatile 1d8)
4: +1 Shortbow (1d6 Piercing, ammunition, range 80/320, two-handed)
The metal has a tint of a multitude of colors.
+1 Greatsword: This weapon counts as a +1 greatsword for its properties and damage (2d6 Slashing, heavy, two-handed).
The insignia on the handle looks like a butterfly and the metal has a tint of a multitude of colors.
When a creature gets defeated by this longsword roll a d4.
+1 Longsword: This weapon counts as a +1 longsword for its properties and damage (1d8 Slashing, versatile 1d10).
The insignia on the handle looks like a pupa and the metal has a brown tint.
When a creature gets defeated by this shortsword roll a d4.
+1 Shortsword: This weapon counts as a +1 shortsword for its properties and damage (1d6 Piercing, finesse, light).
The insignia on the handle looks like a larva and the metal has a green tint.
When a creature gets defeated by this dagger roll a d4.
+1 Dagger: This weapon counts as a +1 dagger for its properties and damage (1d4 Piercing, finesse, light, thrown, range 20/60).
Cold weapon: When dealing damage with this weapon add an additional 1d4 cold damage to the attack.
Returning weapon: As a bonus action on your turn, you can summon this weapon to have it fly to your open hand if its within 300 feet of you.
Handaxe: This weapon counts as a handaxe for its properties and damage (1d6 Slashing, light, thrown, range 20/60).
The cold damage increases to 1d6 at LV 5 and 1d8 at LV 11
Lightning throw: When throwing this javelin and speaking the command word, it transforms into a bolt of lightning. Make a ranged weapon attack against the target, on a hit the target takes 1d10 lightning damage. If it lands on a 10 the bolt ricochets to the nearest target withing 20 feet and you roll another damage roll. This effect can trigger multiple times but cant jump to the same target twice in a row. Once you make this attack you need to finish a long rest to use it again.
Javelin: This weapon counts as a javelin for its properties and damage (1d6 piercing, thrown, range 60/120).
Moonblade: When making an attack with this weapon and you are in dim light or darkness the weapon will glow faintly and you can add 1d4 radiant damage to all damage this weapon deals.
1+ Shortsword: This weapon counts as a 1+ shortsword for its properties and damage (1d6 Slashing,, finesse, light).
Missile snaring: These gloves seem to meld into your hands when wearing them. When a ranged weapon attack is made against you while wearing these gloves, you can use your reaction to reduce the damage by 1d6 + your dexterity modifier. If you reduce the damage to 0 you can catch the missile if it can fit into your hand.
The damage reduction increases to 1d8 at LV 5 and 1d10 at LV 11
Ogre strength: Your strength is 18 while wearing these gauntlets. They have no effect if your strength is already 18 or higher.
Eagle sight: These crystal lenses fit over the eyes and while wearing them you have advantage on perception checks that rely on sight.
In clear conditions you can make out details of even extreme distant creatures and objects as small as 2 feet across.
Ice and fire: When making an attack with this weapon you can choose witch blade you want to attack with, the damage is based on the choosen side and can either be cold or fire damage.
Dualblade: The weapons counts as versatile but does not recieve a damage bonus when wielded with 2 hands, instead you can take a bonus action to attack with the other side of the weapon, the bonus attack does not receive any damage bonuses.
Shortsword: This weapon counts as a shortsword for its properties* and damage* (1d6 cold/fire*, finesse, versatile*).
Speed boost: While wearing these boots you can as a bonus action click your heels together to double your normal walking speed for 1 minute, if you click your heels together again you can stop this effect, when the boots has been used for a total of 1 minute the effect stops and you cant use this item again until you finish a long rest.
You can cast magic missile as a 1st level spell without expending a spell slot using this item. This item has 4 charges and you regain 1d4 charges after a long rest. If all charges are used roll a d20 and if it lands on 1 this items disintegrates.
Magic Missile:
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.